claudeandClaude Opus 5.5 94ad6b3429
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Stop drawing bullets past the edge of sight -- but never sooner than is safe
Bullets were drawn everywhere on screen, including out in the black past
the edge of sight: shots that could not reach you, streaking across the
dark. They now fade out beyond sight, under one condition that bounds the
whole change: no enemy bullet may hit you without having been on screen,
at full strength, for at least WARNING_TIME (0.75s) first.

So each enemy bullet is drawn out to the edge of sight or to however far
it could close in that window with you running straight at it -- its own
speed, plus acceleration over the window, plus yours -- whichever is
further, and fades over 80 units beyond. With today's content the edge of
sight always wins: the fastest enemy bullet is 300 u/s, so head-on it is
on screen 0.83s before it lands. The speed term is what keeps that true
when something faster is added. Player shots fade at the edge of sight
however fast they are, since they cannot hurt you; a Sniper's 1500 u/s
shot was the commonest thing crossing the dark.

Shadow does not hide a bullet. One behind a wall within sight range is
still drawn over the darkness, because you can step round the corner into
it, and hiding it would be exactly the invisible hit the condition rules
out.

The guarantee is tested the hard way: every emitter in the content, and
bullets far faster than any of them, simulated head-on against a player
running at them, measuring how long each was fully drawn before it
landed. The rule's weakenings -- no speed term, forgetting the player's
own approach, ignoring acceleration -- each fail it. The connect screen's
backdrop passes no eye and draws everything, as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 13:57:50 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-07 16:20:10 +02:00

Transcience

Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies.

Play

tools/server.sh                      # dedicated server on :27015
tools/client.sh --join --name ada    # connect a client

Or run one client and press Host and play for a listen server.

Controls — WASD move, mouse aim, LMB fire, E to pick up loot and to use the hub's portals and quartermaster, 1–4 use an inventory slot, shift+1–4 drop one, hold F for one second to escape a dungeon, Esc menu, F1 hitbox overlay. Every one of those is rebindable in Settings.

What is here

Twin-stick bullet hell Server-simulated bullet field, ~300 concurrent bullets at 0.28 ms/tick — around 60x headroom against the 60 Hz budget.
Authoritative multiplayer Clients send input and nothing else. Hits, damage, death, loot, upgrades and instance transfers are all server decisions. Prediction and reconciliation for the local player.
Enemies Five readable movements (static, drift, orbit, approach, strafe) composed with bullet emitters. Nothing deals contact damage; every threat is a bullet you can see.
Two bosses The Warden of the Fold stands still through four phases. The Cantor of the Vault walks a circuit, chases, orbits, and marks the floor before it strikes. Both are pure data.
Three dungeons Two real runs, one per boss, plus a Proving Grounds: the same content at a fraction of the health and ten times the drop rate, for testing by hand.
Characters Up to five living per account, permadeath, levels 1–15, experience shared across the party undivided.
Inventory and loot Four slots, always on screen. Loot is either world-shared or instanced per player, and the instanced kind is filtered on the wire rather than hidden in the client.
Upgrades Seven, drawn three at a time and spent at a hub NPC. Damage, fire rate, extra projectiles, splitting, poison, and a legendary that deletes enemy bullets.
Emergency escape A one-second channel back to the hub that damage does not interrupt — because if it did, quitting the process would be the better escape. Dropping your connection runs the same channel.
Settings Rebindable controls and volumes, and an in-game credits screen.

Develop

tools/check.sh    # parse-check every script          ~5s
tools/test.sh     # 468 GUT tests, headless           ~4s
tools/smoke.sh    # server + 4 bot clients over ENet  ~40s

Read CLAUDE.md first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon.

Docs

Not ready for the internet

LocalAuthProvider lets any client claim any account id. It exists to have the same shape as Steamworks so swapping is one class, and it must be replaced before this is reachable from anywhere untrusted. There is no transport encryption either. See docs/ROADMAP.md.

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